#:use-module (oop goops)
#:export (<gameobj>
+ create-gameobj
gameobj-loc
gameobj-gm
+ gameobj-desc
gameobj-act-init
gameobj-set-loc!
slot-ref-maybe-runcheck
val-or-run
+ build-props
dyn-ref
;; Some of the more common commands
+ cmd-look-at
cmd-take cmd-drop
cmd-take-from-no-op cmd-put-in-no-op))
;;; Gameobj
;;; =======
+(define build-props build-rmeta-slot)
;;; *all* game components that talk to players should somehow
;;; derive from this class.
;; Commands we can handle
(commands #:allocation #:each-subclass
#:init-thunk (build-commands
+ (("l" "look") ((direct-command cmd-look-at)))
("take" ((direct-command cmd-take)
(prep-indir-command cmd-take-from
'("from" "out of"))))
("put" ((prep-indir-command cmd-put-in
- '("in" "inside" "on"))))))
+ '("in" "inside" "into" "on"))))))
;; Commands we can handle by being something's container
;; dominant version (goes before everything)
(contained-commands #:allocation #:each-subclass
#:init-thunk
(build-commands
+ (("l" "look") ((direct-command cmd-look-at)))
("drop" ((direct-command cmd-drop #:obvious? #f)))))
;; The extremely squishy concept of "props"... properties!
;; props by default only have a 'get-prop read-only action handler;
;; any coordination of setting a prop between actors must be
;; added to that actor, to keep things from getting out of control.
- (props #:init-thunk make-hash-table)
+ (props #:init-thunk make-hash-table
+ #:init-keyword #:props)
;; gameobjs may inherit an initial list of these via the
;; initial-props slot, which must always have its
- ;; #:allocation #:each-subclass and use (build-rmeta-slot).
+ ;; #:allocation #:each-subclass and use (build-props) for the
+ ;; #:init-thunk.
;; The vanilla gameobj has no props, on purpose.
(initial-props #:allocation #:each-subclass
- #:init-thunk (build-rmeta-slot '()))
+ #:init-thunk (build-props '()))
;; Most objects are generally visible by default
(invisible? #:init-value #f
(ok-to-be-put-in? gameobj-ok-to-be-put-in)
;; Common commands
+ (cmd-look-at cmd-look-at)
(cmd-take cmd-take)
(cmd-drop cmd-drop)
(cmd-take-from cmd-take-from-no-op)
;;; gameobj message handlers
;;; ========================
+;; TODO: This init stuff is a mess, and should be redone now that
+;; we have the *init* action stuff. We've really spread out the
+;; logic for creating a gameobj in several places, eg gm-inject-special!
+(define (create-gameobj class gm loc . args)
+ "Create a gameobj of CLASS with GM and set to location LOC, applying rest of ARGS.
+Note that this doesn't do any special dyn-ref of the location."
+ (let ((new-gameobj (apply create-actor (%current-actor) class
+ #:gm gm args)))
+ ;; Set the location
+ (<-wait new-gameobj 'set-loc! #:loc loc)
+ ;; Initialize the object
+ (<-wait new-gameobj 'init)))
+
+;; ;; @@: Should we also dyn-ref the loc here? We can do that, unlike with
+;; ;; create-gameobj.
+;; ;; Another route could be to have set-loc! itself know how to use the
+;; ;; dyn-ref.
+;; (define (gameobj-create-gameobj gameobj class loc . args)
+;; "Like create-gameobj but saves the step of passing in the gm."
+;; (apply create-gameobj class (gameobj-gm gameobj) loc args))
+
;; Kind of a useful utility, maybe?
(define (simple-slot-getter slot)
(lambda (actor message)
(replace-step actor occupants))
replace-steps))))
+(define %nothing (cons '*the* '*nothing*))
(define (gameobj-setup-props gameobj)
(define class (class-of gameobj))
(define props (slot-ref gameobj 'props))
(maybe-build-rmeta-slot-cache! class 'initial-props
eq? hashq-set! hashq-ref)
+ ;; Kind of a kludge... we read through the rmeta-slot-cache
+ ;; and use that to build up the table
(hash-for-each
(lambda (key value)
- (hashq-set! props key value))
- (rmeta-slot-table (class-slot-ref class 'initial-props))))
+ (when (eq? (hashq-ref props key %nothing) ; don't override init'ed instance values
+ %nothing)
+ (hashq-set! props key value)))
+ (rmeta-slot-cache (class-slot-ref class 'initial-props))))
;; TODO: Use the *init* action?
;; We could also use a generic method if they didn't have
(hashq-set! (slot-ref gameobj 'props) key val))
(define* (gameobj-act-get-prop actor message key #:optional dflt)
- (gameobj-get-prop actor key dflt))
+ (<-reply message (gameobj-get-prop actor key dflt)))
(define (gameobj-goes-by gameobj)
"Find the name we go by. Defaults to #:name if nothing else provided."
(define* (gameobj-act-set-name! actor message val)
(slot-set! actor 'name val))
-(define* (gameobj-desc actor #:key whos-looking)
- (match (slot-ref actor 'desc)
+(define* (gameobj-desc gameobj #:key whos-looking)
+ (match (slot-ref gameobj 'desc)
((? procedure? desc-proc)
- (desc-proc actor whos-looking))
+ (desc-proc gameobj whos-looking))
(desc desc)))
(define* (gameobj-get-desc actor message #:key whos-looking)
(match special-symbol
;; if it's a symbol, look it up dynamically
((? symbol? _)
+ ;; TODO: If we get back an #f at this point, should we throw
+ ;; an error? Obviously #f is okay, but maybe not if
(mbody-val (<-wait (slot-ref gameobj 'gm) 'lookup-special
#:symbol special-symbol)))
;; if it's false, return nothing
;;; Basic actions
;;; -------------
+(define %formless-desc
+ "You don't see anything special.")
+
+(define* (cmd-look-at gameobj message
+ #:key direct-obj
+ (player (message-from message)))
+ (let ((desc
+ (or (gameobj-desc gameobj #:whos-looking player)
+ %formless-desc)))
+ (<- player 'tell #:text desc)))
+
(define* (cmd-take gameobj message
#:key direct-obj
(player (message-from message)))